LET’S ROB A BANK, by Bethany Nolan

I’m a fan of heist movies, and I’m always happy to see interaction fiction works that avoid the most heavily-trodden genres and settings of the field. “Let’s Rob a Bank” offers the player the chance to do exactly what the title describes, primarily through choosing the diversion, the driver, and the muscle on your team. After briefly playing through the encounter at the bank, the player gets to see the results of the attempted heist and try again with a different team. It’s a quick, fun diversion that can be played in a few minutes.

Gameplay: Aside from a few nontrivial choices that arise during the heist itself, the main means by which the player interacts with the game is in choosing among three candidates for each of the three positions on the team. They aren’t heavily described, but that’s perfectly fine for a work of this length, and they feel different during the heist itself. 5/10.

Mechanics: The game is a simple, choice-based one without anything to slow down the process of playing it. It’s short enough to allow the player to retry with several different team compositions, and it’s an entertaining puzzle to try to find the optimal one. 5/10.

Presentation: The text is well-suited to a light game about robbing a bank. The Lucy Honeysuckle scenario is odd, but the game doesn’t take itself seriously. 5/10.

You might be interested in this game if: You like heist movies and have secretly always wanted to be a criminal mastermind.